Hiya,
I enjoy randomly running about and tend to find like 2-3 nubs a day, I generally invite them to my village and set them up on an alternate claim to do X task for me(farming straw for mansions, making linen in bulk, mining L1, foraging food, fishing, hunting, etc) and I've found like 90% of my daily chores can be done with no skills or a character that can be built in 1-2 days of barely any work. I also have interior walls, with nothing of any value exposed, so there's no real risk inviting people(unless they summon others in, I suppose, but even then worst that could happen is an alt with bad armor gets sniped or something).
For the following, work under the assumption that the city has:
-large CR network to farmland, foraging spots, fishing spots, etc.
-enough wrought/steel to make enough walls for everybody.
-decent quality industry, 91 kiln, 105+ ovens/smelters, 130 anvil/hammers, Q210ish herb tables, 180 loom, 160 spinning wheel, etc/
-decent tools, can mass produce Q60-80 picks, Q200ish bows, Q180 bear capes, 180ish slings, scythes, etc.
-decent seeds, everything within say 30% of the server's finest, except carrots.
Point being, I've been considering the implications of starting a city like Brodgar, and have a couple specific questions. I would also like general discussion about anything related to starting a nubcity welcoming all, and giving welfare curios out (straw dolls, feather-dusters, seer's tealeaves, poppies, glimmoss, etc) plus enough carrots to build an adequate forager, in exchange for a tax (something like bricks, or something role related, example the above activities I've previously asked people to preform).
In the city everybody would pick a role/s, plus have their forager to do crap for themselves. Would trade in barter stands (or just regular trading, since barter stands would be easily griefable). Everybody could pick a role, and inter trade based on it.
So my questions are:
-How would a city deal with overcrowding, and would it be viable to house a decent number of people underground, if they're given access to a large, shared farmlands? Working under the assumption there is more than one farming area, to keep the newer players/lower skilled players away from the good crops and animals).
-How would a city deal with security? My idea would be everybody's plot gets a CR, leading out to a massive low security CR room with foraging/hunting/fishing/lowQ farming areas, and roadsigns to higher skilled/more trusted players leading to higher farmland, tree farms, recourse nodes, etc. but I'm more worried about murder than vandalism, people requesting to be a hunter, receiving a bow, rushing murder, sniping somebody. Although bad metal armor is cheap and effective, I suppose.
-Lastly, how many people would be interested? I'm not saying I plan to do this, and I'd be competing with brodgar for preasan- villagers, so not much point and this is all hypothetical, but, how many people would be interested? This question is more aimed at people with experience in similar cities, IE Brodgar players/leaders.
anyhow, thanks for reading discuss please.
inb4 2 replies after writing that wall of text
TL;DR BTW blueberries and perch